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efc9f895bd
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Work on fixing compile.
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2023-01-09 01:16:03 +01:00 |
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0ab76c86bc
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Set num_lods in _create_chunk for now, it really needs to be removed though.
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2022-02-09 14:10:58 +01:00 |
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a67bc1eeba
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FastQuadraticMeshSimplifier should have been allocated for the voxel jobs.
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2022-02-09 13:57:19 +01:00 |
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9ee54a48c4
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Add the new prop job setup to all 4 (3) VoxelWorlds.
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2022-02-09 13:34:24 +01:00 |
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a01988fb06
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Update initialization of all 3 VoxelWorld implementations to use the new style. (It is not yet enabled.)
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2022-02-09 12:45:32 +01:00 |
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fe4a83b909
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Changed the Voxelman prefix of the classes to just Voxel as suggested by filipworksdev. Closes #5. Thanks.
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2022-02-08 12:36:37 +01:00 |
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2dec05f80f
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Also renamed the channel-related methods in VoxelChunk.
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2020-10-27 12:45:15 +01:00 |
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1d1fdf5c56
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Same treatment to jobs in VoxelChunk.
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2020-10-26 18:29:05 +01:00 |
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7311297906
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Chunks that are stored inside worlds in scenes will properly generate their meshes now on load. Had to change _create_chunk a bit, now it will be called for all chunks, and it needs to check whether it has to init jobs or not.
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2020-10-24 22:18:23 +02:00 |
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0f5158edeb
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Better _set_voxel_with_tool for the Marching Cubes world.
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2020-10-24 17:53:34 +02:00 |
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0e4e59e970
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Remove create_mesher and _create_mesher from chunks. Mesher creating now should be handled by the world itself in _create_chunk. This makes worlds able to use different chunk mesher setups for different parts of a world. Also this cust down the amount of classes that you need to create if you are implementing a new mesher.
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2020-10-06 19:43:49 +02:00 |
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235943f7ca
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Removed the old meshing implementation, and replaced most logic to the new one. The code compiles, but it won't work for now. Also other cleanups.
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2020-10-02 23:47:39 +02:00 |
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5938f7f783
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Now the type and isolevel channels are customizable in the meshers.
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2020-08-21 20:02:22 +02:00 |
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21d135fb0b
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Now chunk can only have one prop mesher.
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2020-06-28 20:04:40 +02:00 |
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7c95171944
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Added a MarchingCubes World and Chunk.
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2020-06-12 18:36:00 +02:00 |
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